local Math = require 'maps.pirates.math' local Utils = require 'maps.pirates.utils_local' local CoreData = require 'maps.pirates.coredata' local Memory = require 'maps.pirates.memory' local inspect = require 'utils.inspect'.inspect local simplex_noise = require 'utils.simplex_noise'.d2 local perlin_noise = require 'utils.perlin_noise' -- local Force_health_booster = require 'modules.force_health_booster' local Public = {} Public.active_crews_cap = 1 -- Public.active_crews_cap = 2 Public.minimum_capacity_slider_value = 1 Public.boat_steps_at_a_time = 1 Public.seconds_after_landing_to_enable_AI = 45 Public.boat_default_starting_distance_from_shore = 22 -- Public.mapedge_distance_from_boat_starting_position = 136 Public.mapedge_distance_from_boat_starting_position = 272 -- to accommodate horseshoe Public.deepwater_distance_from_leftmost_shore = 32 Public.lobby_spawnpoint = {x = -72, y = -8} Public.fraction_of_map_loaded_atsea = 1 Public.map_loading_ticks_atsea = 68 * 60 Public.map_loading_ticks_atsea_maze = 80 * 60 Public.map_loading_ticks_atsea_dock = 20 * 60 Public.map_loading_ticks_onisland = 2 * 60 * 60 Public.loading_interval = 5 Public.minimum_ore_placed_per_tile = 10 Public.maze_minimap_jam_start_league = 280 Public.ban_from_rejoining_crew_ticks = 45 * 60 --to prevent observing map and rejoining Public.afk_time = 60 * 60 * 4.5 Public.afk_warning_time = 60 * 60 * 4 Public.quartermaster_range = 14 -- Public.mainshop_rate_limit_ticks = 11 function Public.ore_real_to_abstract(amount) return amount/1800 end function Public.ore_abstract_to_real(amount) return Math.ceil(amount*1800) end -- 3000 oil resource is '1% yield' function Public.oil_real_to_abstract(amount) return amount/(3000) end function Public.oil_abstract_to_real(amount) return Math.ceil(amount*3000) end function Public.difficulty() return Memory.get_crew_memory().difficulty end function Public.capacity() return Memory.get_crew_memory().capacity end -- function Public.mode() return Memory.get_crew_memory().mode end function Public.overworldx() return Memory.get_crew_memory().overworldx end function Public.game_completion_progress() return Public.overworldx()/CoreData.victory_x end function Public.game_completion_progress_capped() return Math.min(Public.overworldx()/CoreData.victory_x, 1) end function Public.capacity_scale() local capacity = Public.capacity() if not capacity then --e.g. for EE wattage on boats not owned by a crew return 1 elseif capacity <= 1 then return 0.5 elseif capacity <= 4 then return 0.75 elseif capacity <= 8 then return 1 elseif capacity <= 16 then return 1.3 else return 1.5 end end function Public.activecrewcount() local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() if memory.id == 0 then return 0 end local count = 0 for _, id in pairs(memory.crewplayerindices) do local player = game.players[id] if player and player.valid and not Utils.contains(global_memory.afk_player_indices, player.index) then count = count + 1 end end return count end function Public.notify_game(message, color_override) color_override = color_override or CoreData.colors.notify_game game.print('>> ' .. message, color_override) end function Public.notify_force(force, message, color_override) color_override = color_override or CoreData.colors.notify_force force.print('>> ' .. message, color_override) end function Public.notify_force_light(force, message, color_override) color_override = color_override or CoreData.colors.notify_force_light force.print('>> ' .. message, color_override) end function Public.notify_lobby(message, color_override) color_override = color_override or CoreData.colors.notify_lobby game.forces['player'].print('>> ' .. message, color_override) end function Public.notify_player_error(player, message, color_override) color_override = color_override or CoreData.colors.notify_player_error player.print('>> ' .. message, color_override) end function Public.notify_player_expected(player, message, color_override) color_override = color_override or CoreData.colors.notify_player_expected player.print('>> ' .. message, color_override) end function Public.parrot_speak(force, message) force.print('Parrot: ' .. message, CoreData.colors.parrot) end function Public.parrot_whisper(player, message) player.print('Parrot (whisper): ' .. message, CoreData.colors.parrot) end function Public.flying_text(surface, position, text) surface.create_entity( { name = 'flying-text', position = {position.x - 0.7, position.y - 3.05}, text = text, } ) end function Public.flying_text_small(surface, position, text) --differs just in the location of the text, more suitable for small things like '+' surface.create_entity( { name = 'flying-text', position = {position.x - 0.06, position.y - 1.5}, text = text, } ) end function Public.processed_loot_data(raw_data) local ret = {} for i = 1, #raw_data do local loot_data_item = raw_data[i] ret[#ret + 1] = { weight = loot_data_item[1], game_completion_progress_min = loot_data_item[2], game_completion_progress_max = loot_data_item[3], scaling = loot_data_item[4], name = loot_data_item[5], min_count = loot_data_item[6], max_count = loot_data_item[7], map_subtype = loot_data_item[8] } end return ret end --=='raw' data is in the form e.g. -- { -- {100, 0, 1, false, 'steel-plate', 140, 180}, -- {50, 0, 1, false, 'defender-capsule', 15, 25}, -- {20, 0, 1, false, 'flying-robot-frame', 20, 35}, -- } function Public.raffle_from_processed_loot_data(processed_loot_data, how_many, game_completion_progress) local ret = {} local loot_types, loot_weights = {}, {} for i = 1, #processed_loot_data, 1 do local data = processed_loot_data[i] table.insert(loot_types, {['name'] = data.name, ['min_count'] = data.min_count, ['max_count'] = data.max_count}) local destination = Public.current_destination() if not (destination and destination.subtype and data.map_subtype and data.map_subtype == destination.subtype) then if data.scaling then -- scale down weights away from the midpoint 'peak' (without changing the mean) local midpoint = (data.game_completion_progress_max + data.game_completion_progress_min) / 2 local difference = (data.game_completion_progress_max - data.game_completion_progress_min) local w = 2 * data.weight * Math.max(0, 1 - (Math.abs(game_completion_progress - midpoint) / (difference / 2))) table.insert(loot_weights, w) else -- no scaling if data.game_completion_progress_min <= game_completion_progress and data.game_completion_progress_max >= game_completion_progress then table.insert(loot_weights, data.weight) else table.insert(loot_weights, 0) end end end end for _ = 1, how_many do local loot = Math.raffle(loot_types, loot_weights) local low = Math.max(1, Math.ceil(loot.min_count)) local high = Math.max(1, Math.ceil(loot.max_count)) local _count = Math.random(low, high) local lucky = Math.random(1, 180) if lucky == 1 then --lucky _count = _count * 3 elseif lucky <= 10 then _count = _count * 2 end ret[#ret + 1] = {name = loot.name, count = _count} end return ret end function Public.give(player, stacks, spill_position, spill_surface) -- stack elements of form {name = '', count = '', color = {r = , g = , b = }} -- to just spill on the ground, pass player and nill and give a position and surface directly spill_position = spill_position or player.position spill_surface = spill_surface or player.surface local text1 = '' local text2 = '' local stacks2 = stacks table.sort(stacks2, function(a,b) return a.name < b.name end) if not (spill_surface and spill_surface.valid) then return end local inv if player then inv = player.get_inventory(defines.inventory.character_main) if not (inv and inv.valid) then return end end for j = 1, #stacks2 do local stack = stacks2[j] local itemname, itemcount, flying_text_color = stack.name, stack.count or 1, stack.color or (CoreData.colors[stack.name] or {r = 1, g = 1, b = 1}) local itemcount_remember = itemcount if not itemname then return end if itemcount > 0 then if player then local a = inv.insert{name = itemname, count = itemcount} itemcount = itemcount - a if itemcount >= 50 then for i = 1, Math.floor(itemcount / 50), 1 do local e = spill_surface.create_entity{name = 'item-on-ground', position = spill_position, stack = {name = itemname, count = 50}} if e and e.valid then e.to_be_looted = true end itemcount = itemcount - 50 end end if itemcount > 0 then if itemcount < 5 then spill_surface.spill_item_stack(spill_position, {name = itemname, count = itemcount}, true) else local e = spill_surface.create_entity{name = 'item-on-ground', position = spill_position, stack = {name = itemname, count = itemcount}} if e and e.valid then e.to_be_looted = true end end end else local e = spill_surface.create_entity{name = 'item-on-ground', position = spill_position, stack = {name = itemname, count = itemcount}} if e and e.valid then e.to_be_looted = true end end end text1 = text1 .. '[color=1,1,1]' if itemcount_remember > 0 then text1 = text1 .. '+' text1 = text1 .. itemcount_remember .. '[/color] [item=' .. itemname .. ']' else text1 = text1 .. '-' text1 = text1 .. -itemcount_remember .. '[/color] [item=' .. itemname .. ']' end -- count total of that item they have: local new_total_count = 0 if player then local cursor_stack = player.cursor_stack if cursor_stack and cursor_stack.valid_for_read and cursor_stack.name == itemname and cursor_stack.count and cursor_stack.count > 0 then new_total_count = new_total_count + cursor_stack.count end end if inv and inv.get_item_count(itemname) and inv.get_item_count(itemname) > 0 then new_total_count = new_total_count + inv.get_item_count(itemname) end if #stacks2 > 1 then text2 = text2 .. '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. ']' .. new_total_count .. '[/color]' else text2 = '[color=' .. flying_text_color.r .. ',' .. flying_text_color.g .. ',' .. flying_text_color.b .. '](' .. new_total_count .. ')[/color]' end if j < #stacks2 then text2 = text2 .. ', ' end if j < #stacks2 then text1 = text1 .. ', ' end end if text2 ~= '' then if #stacks2 > 1 then text2 = '(' .. text2 .. ')' end Public.flying_text(spill_surface, spill_position, text1 .. ' [font=count-font]' .. text2 .. '[/font]') else Public.flying_text(spill_surface, spill_position, text1) end end function Public.is_captain(player) local memory = Memory.get_crew_memory() if memory.playerindex_captain and memory.playerindex_captain == player.index then return true else return false end end function Public.surplus_evo_biter_damage_modifier(surplus_evo) return Math.floor(surplus_evo/2*1000)/1000 end function Public.surplus_evo_biter_health_fractional_modifier(surplus_evo) return Math.floor(surplus_evo*3*1000)/1000 end function Public.set_biter_surplus_evo_modifiers() local memory = Memory.get_crew_memory() local enemy_force = memory.enemy_force if not (memory.evolution_factor and enemy_force and enemy_force.valid) then return nil end local surplus = memory.evolution_factor - 1 local damage_fractional_mod local health_fractional_mod if surplus > 0 then damage_fractional_mod = Public.surplus_evo_biter_damage_modifier(surplus) health_fractional_mod = Public.surplus_evo_biter_health_fractional_modifier(surplus) else damage_fractional_mod = 0 health_fractional_mod = 0 end enemy_force.set_ammo_damage_modifier('melee', damage_fractional_mod) enemy_force.set_ammo_damage_modifier('biological', damage_fractional_mod) enemy_force.set_ammo_damage_modifier('artillery-shell', damage_fractional_mod) enemy_force.set_ammo_damage_modifier('flamethrower', damage_fractional_mod) -- this event is behaving really weirdly, e.g. messing up samurai damage: -- Force_health_booster.set_health_modifier(enemy_force.index, 1 + health_fractional_mod) end function Public.set_evo(evolution) local memory = Memory.get_crew_memory() memory.evolution_factor = evolution if memory.enemy_force_name then local ef = memory.enemy_force if ef and ef.valid then ef.evolution_factor = memory.evolution_factor Public.set_biter_surplus_evo_modifiers() end end end function Public.increment_evo(evolution) local memory = Memory.get_crew_memory() memory.evolution_factor = memory.evolution_factor + evolution if memory.enemy_force_name then local ef = memory.enemy_force if ef and ef.valid then ef.evolution_factor = memory.evolution_factor Public.set_biter_surplus_evo_modifiers() end end end function Public.current_destination() local memory = Memory.get_crew_memory() if memory.currentdestination_index then return memory.destinations[memory.currentdestination_index] else return CoreData.fallthrough_destination end end function Public.query_can_pay_cost_to_leave() local memory = Memory.get_crew_memory() local boat = memory.boat local destination = Public.current_destination() if not (boat and destination) then return end local cost = destination.static_params.cost_to_leave if not cost then return true end local can_leave = true for name, count in pairs(cost) do if name == 'launch_rocket' then if not destination.dynamic_data.rocketlaunched then can_leave = false end else local stored = (memory.boat.stored_resources and memory.boat.stored_resources[name]) or 0 if stored < count then can_leave = false end end end return can_leave end function Public.update_boat_stored_resources() local memory = Memory.get_crew_memory() local boat = memory.boat if not memory.boat.stored_resources then return end local input_chests = boat.input_chests if not input_chests then return end for i, chest in ipairs(input_chests) do if i>1 and CoreData.cost_items[i-1] then local inv = chest.get_inventory(defines.inventory.chest) local contents = inv.get_contents() local item_type = CoreData.cost_items[i-1].name local count = contents[item_type] or 0 memory.boat.stored_resources[item_type] = count end end end function Public.spend_stored_resources(to_spend) to_spend = to_spend or {} local memory = Memory.get_crew_memory() local boat = memory.boat if not memory.boat.stored_resources then return end local input_chests = boat.input_chests if not input_chests then return end for i, chest in ipairs(input_chests) do if i>1 then local inv = chest.get_inventory(defines.inventory.chest) local item_type = CoreData.cost_items[i-1].name local to_spend_i = to_spend[item_type] or 0 if to_spend_i > 0 then inv.remove{name = item_type, count = to_spend_i} end end end Public.update_boat_stored_resources() end function Public.new_healthbar(id, text, target_entity, max_health, health, size) health = health or max_health size = size or 0.5 text = text or false local memory = Memory.get_crew_memory() local render1 = rendering.draw_sprite( { sprite = 'virtual-signal/signal-white', tint = {0, 200, 0}, x_scale = size * 15, y_scale = size, render_layer = 'light-effect', target = target_entity, target_offset = {0, -2.5}, surface = target_entity.surface, } ) local render2 if text then render2 = rendering.draw_text( { color = {255, 255, 255}, scale = 2, render_layer = 'light-effect', target = target_entity, target_offset = {0, -4}, surface = target_entity.surface, alignment = 'center' } ) end local new_healthbar = { health = max_health, max_health = max_health, render1 = render1, render2 = render2, id = id, } memory.healthbars[target_entity.unit_number] = new_healthbar Public.update_healthbar_rendering(new_healthbar, health) return new_healthbar end function Public.update_healthbar_rendering(new_healthbar, health) local max_health = new_healthbar.max_health local render1 = new_healthbar.render1 local render2 = new_healthbar.render2 if health > 0 then local m = health / max_health local x_scale = rendering.get_y_scale(render1) * 15 rendering.set_x_scale(render1, x_scale * m) rendering.set_color(render1, {Math.floor(255 - 255 * m), Math.floor(200 * m), 0}) if render2 then rendering.set_text(render2, string.format('HP: %d/%d',Math.ceil(health),Math.ceil(max_health))) end else rendering.destroy(render1) if render2 then rendering.destroy(render2) end end end function Public.spawner_count(surface) local memory = Memory.get_crew_memory() local spawners = surface.find_entities_filtered({type = 'unit-spawner', force = memory.enemy_force_name}) local spawnerscount = #spawners or 0 return spawnerscount end function Public.create_poison_clouds(surface, position) local random_angles = {Math.rad(Math.random(359)), Math.rad(Math.random(359))} surface.create_entity({name = 'poison-cloud', position = {x = position.x, y = position.y}}) surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * Math.cos(random_angles[1]), y = position.y + 12 * Math.sin(random_angles[1])}}) surface.create_entity({name = 'poison-cloud', position = {x = position.x + 12 * Math.cos(random_angles[2]), y = position.y + 12 * Math.sin(random_angles[2])}}) end function Public.crew_get_crew_members() local memory = Memory.get_crew_memory() if memory.id == 0 then return {} end local playerlist = {} for _, id in pairs(memory.crewplayerindices) do local player = game.players[id] if player and player.valid then playerlist[#playerlist + 1] = player end end return playerlist end function Public.crew_get_crew_members_and_spectators() local memory = Memory.get_crew_memory() if memory.id == 0 then return {} end local playerlist = {} for _, id in pairs(memory.crewplayerindices) do local player = game.players[id] if player and player.valid then playerlist[#playerlist + 1] = player end end for _, id in pairs(memory.spectatorplayerindices) do local player = game.players[id] if player and player.valid then playerlist[#playerlist + 1] = player end end return playerlist end function Public.crew_get_nonafk_crew_members() local global_memory = Memory.get_global_memory() local memory = Memory.get_crew_memory() if memory.id == 0 then return {} end local playerlist = {} for _, id in pairs(memory.crewplayerindices) do local player = game.players[id] if player and player.valid and not Utils.contains(global_memory.afk_player_indices, player.index) then playerlist[#playerlist + 1] = player end end return playerlist end function Public.destroy_decoratives_in_area(surface, area, offset) local area2 = {{area[1][1] + offset.x, area[1][2] + offset.y}, {area[2][1] + offset.x, area[2][2] + offset.y}} surface.destroy_decoratives{area = area2} end function Public.can_place_silo_setup(surface, p, silo_count, build_check_type_name) Public.ensure_chunks_at(surface, p, 0.2) build_check_type_name = build_check_type_name or 'manual' local build_check_type = defines.build_check_type[build_check_type_name] local s = true for i=1,silo_count do s = surface.can_place_entity{name = 'rocket-silo', position = {p.x + 9 * (i-1), p.y}, build_check_type = build_check_type} and s end return s end function Public.ensure_chunks_at(surface, pos, radius) --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(inspect{global_memory.working_id}) was observed to vary before and after this function. local global_memory = Memory.get_global_memory() if surface and surface.valid then surface.request_to_generate_chunks(pos, radius) surface.force_generate_chunk_requests() --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(inspect{global_memory.working_id}) was observed to vary before and after this function. end end function Public.default_map_gen_settings(width, height, seed) width = width or 512 height = height or 512 seed = seed or Math.random(1, 1000000) local map_gen_settings = { ['seed'] = seed, ['width'] = width, ['height'] = height, ['water'] = 0, --FIXME: Back when this was at x=2000, a crash was caused once by a player spawning at x=2000. So there will be a crash in future under unknown circumstances if there is no space at x=0,y=0. ['starting_points'] = {{x = 0, y = 0}}, ['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}, ['default_enable_all_autoplace_controls'] = true, ['autoplace_settings'] = { ['entity'] = {treat_missing_as_default = false}, ['tile'] = {treat_missing_as_default = true}, ['decorative'] = {treat_missing_as_default = true}, }, ['property_expression_names'] = {}, } return map_gen_settings end function Public.build_from_blueprint(bp_string, surface, pos, force, flipped) flipped = flipped or false local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'} bp_entity.stack.import_stack(bp_string) local direction = flipped and defines.direction.south or defines.direction.north local entities = bp_entity.stack.build_blueprint{surface = surface, force = force, position = {x = pos.x, y = pos.y}, force_build = true, skip_fog_of_war = false, direction = direction} bp_entity.destroy() local rev_entities = {} for _, e in pairs(entities) do if e and e.valid then local collisions, revived_entity = e.silent_revive() rev_entities[#rev_entities + 1] = revived_entity end end -- once again, to revive wagons: for _, e in pairs(entities) do if e and e.valid and e.type and e.type == 'entity-ghost' then local collisions, revived_entity = e.silent_revive() rev_entities[#rev_entities + 1] = revived_entity if revived_entity and revived_entity.valid and revived_entity.name == 'locomotive' then revived_entity.color = {255, 106, 52} revived_entity.get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 16}) revived_entity.operable = false end end end return rev_entities end function Public.build_small_loco(surface, pos, force, color) local p1 = {x = pos.x, y = pos.y} local p2 = {x = pos.x, y = pos.y -2} local p3 = {x = pos.x, y = pos.y + 2} local es = {} es[1] = surface.create_entity({name = 'straight-rail', position = p1, force = force, create_build_effect_smoke = false}) es[2] = surface.create_entity({name = 'straight-rail', position = p2, force = force, create_build_effect_smoke = false}) es[3] = surface.create_entity({name = 'straight-rail', position = p3, force = force, create_build_effect_smoke = false}) es[4] = surface.create_entity({name = 'locomotive', position = p1, force = force, create_build_effect_smoke = false}) for _, e in pairs(es) do if e and e.valid then e.destructible = false e.minable = false e.rotatable = false e.operable = false end end if es[4] and es[4].valid then es[4].color = color es[4].get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 16}) end end function Public.tile_positions_from_blueprint(bp_string, offset) local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'} bp_entity.stack.import_stack(bp_string) local bp_tiles = bp_entity.stack.get_blueprint_tiles() local positions = {} if bp_tiles then for _, tile in pairs(bp_tiles) do positions[#positions + 1] = {x = tile.position.x + offset.x, y = tile.position.y + offset.y} end end bp_entity.destroy() return positions end function Public.tile_positions_from_blueprint_arrayform(bp_string, offset) local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'} bp_entity.stack.import_stack(bp_string) local bp_tiles = bp_entity.stack.get_blueprint_tiles() local positions = {} if bp_tiles then for _, tile in pairs(bp_tiles) do local x = tile.position.x+ offset.x local y = tile.position.y + offset.y if not positions[x] then positions[x] = {} end positions[x][y] = true end end bp_entity.destroy() return positions end function Public.entity_positions_from_blueprint(bp_string, offset) local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'} bp_entity.stack.import_stack(bp_string) local es = bp_entity.stack.get_blueprint_entities() local positions = {} if es then for _, e in pairs(es) do positions[#positions + 1] = {x = e.position.x + offset.x, y = e.position.y + offset.y} end end bp_entity.destroy() return positions end function Public.get_random_unit_type(evolution) -- approximating graphs from https://wiki.factorio.com/Enemies local r = Math.random() if Math.random(5) == 1 then if r < 1 - 1/0.15*(evolution - 0.25) then return 'small-biter' elseif r < 1 - 1/0.3*(evolution - 0.4) then return 'small-spitter' elseif r < 1 - 0.85/0.5*(evolution - 0.5) then return 'medium-spitter' elseif r < 1 - 0.4/0.1*(evolution - 0.9) then return 'big-spitter' else return 'behemoth-spitter' end else if r < 1 - 1/0.4*(evolution - 0.2) then return 'small-biter' elseif r < 1 - 0.8/0.5*(evolution - 0.5) then return 'medium-biter' elseif r < 1 - 0.4/0.1*(evolution - 0.9) then return 'big-biter' else return 'behemoth-biter' end end end function Public.get_random_biter_type(evolution) -- approximating graphs from https://wiki.factorio.com/Enemies local r = Math.random() if r < 1 - 1/0.4*(evolution - 0.2) then return 'small-biter' elseif r < 1 - 0.8/0.5*(evolution - 0.5) then return 'medium-biter' elseif r < 1 - 0.4/0.1*(evolution - 0.9) then return 'big-biter' else return 'behemoth-biter' end end function Public.get_random_spitter_type(evolution) -- approximating graphs from https://wiki.factorio.com/Enemies local r = Math.random() if r < 1 - 1/0.3*(evolution - 0.4) then return 'small-spitter' elseif r < 1 - 0.85/0.5*(evolution - 0.5) then return 'medium-spitter' elseif r < 1 - 0.4/0.1*(evolution - 0.9) then return 'big-spitter' else return 'behemoth-spitter' end end function Public.get_random_worm_type(evolution) -- custom local r = Math.random() if r < 1 - 1/0.7*(evolution + 0.1) then return 'small-worm-turret' elseif r < 1 - 0.75/0.75*(evolution - 0.25) then return 'medium-worm-turret' elseif r < 1 - 0.4/0.4*(evolution - 0.6) then return 'big-worm-turret' else return 'behemoth-worm-turret' end end function Public.maximumUnitPollutionCost(evolution) if evolution < 0.2 then return 4 elseif evolution < 0.5 then return 20 elseif evolution < 0.9 then return 80 else return 400 end end function Public.averageUnitPollutionCost(evolution) local sum_biters = 0 local f1 = Math.slopefromto(1 - 1/0.4*(evolution - 0.2), 0, 1) local f2 = Math.slopefromto(1 - 0.8/0.5*(evolution - 0.5), 0, 1) local f3 = Math.slopefromto(1 - 0.4/0.1*(evolution - 0.9), 0, 1) sum_biters = sum_biters + 4 * f1 sum_biters = sum_biters + 20 * (f2 - f1) sum_biters = sum_biters + 80 * (f3 - f2) sum_biters = sum_biters + 400 * (1 - f3) local sum_spitters = 0 local g1 = Math.slopefromto(1 - 1/0.15*(evolution - 0.25), 0, 1) local g2 = Math.slopefromto(1 - 1/0.3*(evolution - 0.4), 0, 1) local g3 = Math.slopefromto(1 - 0.85/0.5*(evolution - 0.5), 0, 1) local g4 = Math.slopefromto(1 - 0.4/0.1*(evolution - 0.9), 0, 1) sum_spitters = sum_spitters + 4 * g1 sum_spitters = sum_spitters + 4 * (g2 - g1) sum_spitters = sum_spitters + 12 * (g3 - g2) sum_spitters = sum_spitters + 30 * (g4 - g3) sum_spitters = sum_spitters + 200 * (1 - g4) return (5 * sum_biters + sum_spitters)/6 end function Public.orthog_positions_in_orthog_area(area) local positions = {} for y = area[1][2] + 0.5, area[2][2] - 0.5, 1 do for x = area[1][1] + 0.5, area[2][1] - 0.5, 1 do positions[#positions + 1] = {x = x, y = y} end end return positions end function Public.tileslist_add_area_offset(tiles_list_to_add_to, area, offset, tile_type) for _, p in pairs(Public.orthog_positions_in_orthog_area(area)) do tiles_list_to_add_to[#tiles_list_to_add_to + 1] = {name = tile_type, position = {x = offset.x + p.x, y = offset.y + p.y}} end end function Public.central_positions_within_area(area, offset) local offsetx = offset.x or 0 local offsety = offset.y or 0 local xr1, xr2, yr1, yr2 = offsetx + Math.ceil(area[1][1] - 0.5), offsetx + Math.floor(area[2][1] + 0.5), offsety + Math.ceil(area[1][2] - 0.5), offsety + Math.floor(area[2][2] + 0.5) local positions = {} for y = yr1 + 0.5, yr2 - 0.5, 1 do for x = xr1 + 0.5, xr2 - 0.5, 1 do positions[#positions + 1] = {x = x, y = y} end end return positions end function Public.tiles_from_area(tiles_list_to_add_to, area, offset, tile_type) for _, p in pairs(Public.central_positions_within_area(area, offset)) do tiles_list_to_add_to[#tiles_list_to_add_to + 1] = {name = tile_type, position = {x = p.x, y = p.y}} end end function Public.tiles_horizontally_flipped(tiles, x_to_flip_about) local tiles2 = {} for _, t in pairs(tiles) do local t2 = Utils.deepcopy(t) t2.position = {x = 2 * x_to_flip_about - t2.position.x, y = t2.position.y} tiles2[#tiles2 + 1] = t2 end return tiles2 end function Public.validate_player(player) local ret = false if player and player.valid and player.connected and game.players[player.name] then ret = true end if not ret and _DEBUG then log('player validation fail: ' .. (player.name or 'noname')) end return ret end function Public.validate_player_and_character(player) local ret = Public.validate_player(player) ret = ret and player.character and player.character.valid return ret end function Public.give_reward_items(items) local memory = Memory.get_crew_memory() local boat = memory.boat if not boat then return end local surface_name = boat.surface_name if not surface_name then return end local surface = game.surfaces[surface_name] if not (surface and surface.valid) then return end local chest = boat.output_chest if not (chest and chest.valid) then return end local inventory = chest.get_inventory(defines.inventory.chest) for _, i in pairs(items) do if not (i.count and i.count>0) then return end local inserted = inventory.insert{name = i.name, count = Math.ceil(i.count)} if i.count - inserted > 0 then local chest2 = boat.backup_output_chest if not (chest2 and chest2.valid) then return end local inventory2 = chest2.get_inventory(defines.inventory.chest) local inserted2 = inventory2.insert{name = i.name, count = Math.ceil(i.count - inserted)} if i.count - inserted - inserted2 > 0 then local force = memory.force if not (force and force.valid) then return end Public.notify_force(force, 'Warning: captain\'s cabin chests are full!') end end end end function Public.init_game_settings(technology_price_multiplier) --== Tuned for Pirate Ship ==-- global.friendly_fire_history = {} global.landfill_history = {} global.mining_history = {} game.difficulty_settings.technology_price_multiplier = technology_price_multiplier game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.unit_group.min_group_gathering_time = 60 * 5 game.map_settings.unit_group.max_group_gathering_time = 60 * 210 game.map_settings.unit_group.max_wait_time_for_late_members = 60 * 15 game.map_settings.unit_group.member_disown_distance = 5000 game.map_settings.unit_group.max_group_radius = 70 game.map_settings.unit_group.min_group_radius = 0.5 --seems to govern biter 'attack area' stopping distance -- (0,2) for a symmetric search: game.map_settings.path_finder.goal_pressure_ratio = -0.1 --small pressure for stupid paths game.map_settings.path_finder.fwd2bwd_ratio = 2 -- on experiments I found that this value was symmetric, despite the vanilla game comments saying it is 1... game.map_settings.max_failed_behavior_count = 2 game.map_settings.path_finder.max_work_done_per_tick = 20000 game.map_settings.path_finder.short_cache_min_algo_steps_to_cache = 100 game.map_settings.path_finder.cache_accept_path_start_distance_ratio = 0.1 game.map_settings.enemy_expansion.enabled = true -- faster expansion: game.map_settings.enemy_expansion.min_expansion_cooldown = 4 * 3600 game.map_settings.enemy_expansion.max_expansion_cooldown = 30 * 3600 game.map_settings.enemy_expansion.settler_group_max_size = 24 game.map_settings.enemy_expansion.settler_group_min_size = 6 -- maybe should be 3.5 if possible: game.map_settings.enemy_expansion.max_expansion_distance = 4 -- could turn off default AI attacks: game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1 -- game.map_settings.pollution.enabled = true game.map_settings.pollution.expected_max_per_chunk = 120 game.map_settings.pollution.min_to_show_per_chunk = 10 game.map_settings.pollution.min_pollution_to_damage_trees = 20 game.map_settings.pollution.pollution_per_tree_damage = 0.2 game.map_settings.pollution.max_pollution_to_restore_trees = 0.04 game.map_settings.pollution.pollution_restored_per_tree_damage = 0.01 game.map_settings.pollution.pollution_with_max_forest_damage = 80 game.map_settings.pollution.ageing = 0.1 game.map_settings.pollution.diffusion_ratio = 0.035 -- -- game.forces.neutral.character_inventory_slots_bonus = 500 game.forces.enemy.evolution_factor = 0 end return Public